diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index fecf18986..3a9ba5618 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -4,6 +4,7 @@ #include #include +#include #include @@ -273,6 +274,40 @@ namespace MWMechanics calculateRestoration(ptr, duration); } + void Actors::updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, + MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance) + { + static const float fMaxHeadTrackDistance = MWBase::Environment::get().getWorld()->getStore().get() + .find("fMaxHeadTrackDistance")->getFloat(); + static const float fInteriorHeadTrackMult = MWBase::Environment::get().getWorld()->getStore().get() + .find("fInteriorHeadTrackMult")->getFloat(); + float maxDistance = fMaxHeadTrackDistance; + const ESM::Cell* currentCell = actor.getCell()->getCell(); + if (!currentCell->isExterior() && !(currentCell->mData.mFlags & ESM::Cell::QuasiEx)) + maxDistance *= fInteriorHeadTrackMult; + + const ESM::Position& actor1Pos = actor.getRefData().getPosition(); + const ESM::Position& actor2Pos = targetActor.getRefData().getPosition(); + float sqrDist = Ogre::Vector3(actor1Pos.pos).squaredDistance(Ogre::Vector3(actor2Pos.pos)); + + if (sqrDist > maxDistance*maxDistance) + return; + + // stop tracking when target is behind the actor + Ogre::Vector3 actorDirection (actor.getRefData().getBaseNode()->getOrientation().yAxis()); + Ogre::Vector3 targetDirection (Ogre::Vector3(actor2Pos.pos) - Ogre::Vector3(actor1Pos.pos)); + actorDirection.z = 0; + targetDirection.z = 0; + if (actorDirection.angleBetween(targetDirection) < Ogre::Degree(90) + && sqrDist <= sqrHeadTrackDistance + && MWBase::Environment::get().getWorld()->getLOS(actor, targetActor) // check LOS and awareness last as it's the most expensive function + && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(targetActor, actor)) + { + sqrHeadTrackDistance = sqrDist; + headTrackTarget = targetActor; + } + } + void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer) { CreatureStats& creatureStats = actor1.getClass().getCreatureStats(actor1); @@ -1138,9 +1173,11 @@ namespace MWMechanics if(!paused) { static float timerUpdateAITargets = 0; + static float timerUpdateHeadTrack = 0; // target lists get updated once every 1.0 sec if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0; + if (timerUpdateHeadTrack >= 0.3f) timerUpdateHeadTrack = 0; MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); @@ -1174,6 +1211,19 @@ namespace MWMechanics engageCombat(iter->first, it->first, it->first == player); } } + if (timerUpdateHeadTrack == 0) + { + float sqrHeadTrackDistance = std::numeric_limits::max(); + MWWorld::Ptr headTrackTarget; + + for(PtrControllerMap::iterator it(mActors.begin()); it != mActors.end(); ++it) + { + if (it->first == iter->first) + continue; + updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance); + } + iter->second->setHeadTrackTarget(headTrackTarget); + } if (iter->first.getClass().isNpc() && iter->first != player) updateCrimePersuit(iter->first, duration); @@ -1194,6 +1244,7 @@ namespace MWMechanics } timerUpdateAITargets += duration; + timerUpdateHeadTrack += duration; // Looping magic VFX update // Note: we need to do this before any of the animations are updated. diff --git a/apps/openmw/mwmechanics/actors.hpp b/apps/openmw/mwmechanics/actors.hpp index a30a9dcf0..321229571 100644 --- a/apps/openmw/mwmechanics/actors.hpp +++ b/apps/openmw/mwmechanics/actors.hpp @@ -89,6 +89,9 @@ namespace MWMechanics */ void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer); + void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, + MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance); + void restoreDynamicStats(bool sleep); ///< If the player is sleeping, this should be called every hour. diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index d8693fbcd..d675b0157 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -42,6 +42,15 @@ namespace { +// Wraps a value to (-PI, PI] +void wrap(Ogre::Radian& rad) +{ + if (rad.valueRadians()>0) + rad = Ogre::Radian(std::fmod(rad.valueRadians()+Ogre::Math::PI, 2.0f*Ogre::Math::PI)-Ogre::Math::PI); + else + rad = Ogre::Radian(std::fmod(rad.valueRadians()-Ogre::Math::PI, 2.0f*Ogre::Math::PI)+Ogre::Math::PI); +} + std::string getBestAttack (const ESM::Weapon* weapon) { int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2; @@ -1627,6 +1636,8 @@ void CharacterController::update(float duration) cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = 0; // Can't reset jump state (mPosition[2]) here; we don't know for sure whether the PhysicSystem will actually handle it in this frame // due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled. + + updateHeadTracking(duration); } else if(cls.getCreatureStats(mPtr).isDead()) { @@ -1845,4 +1856,55 @@ bool CharacterController::isKnockedOut() const return mHitState == CharState_KnockOut; } +void CharacterController::setHeadTrackTarget(const MWWorld::Ptr &target) +{ + mHeadTrackTarget = target; +} + +void CharacterController::updateHeadTracking(float duration) +{ + Ogre::Node* head = mAnimation->getNode("Bip01 Head"); + if (!head) + return; + Ogre::Radian zAngle (0.f); + Ogre::Radian xAngle (0.f); + if (!mHeadTrackTarget.isEmpty()) + { + Ogre::Vector3 headPos = mPtr.getRefData().getBaseNode()->convertLocalToWorldPosition(head->_getDerivedPosition()); + Ogre::Vector3 targetPos (mHeadTrackTarget.getRefData().getPosition().pos); + if (MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mHeadTrackTarget)) + { + Ogre::Node* targetHead = anim->getNode("Head"); + if (!targetHead) + targetHead = anim->getNode("Bip01 Head"); + if (targetHead) + targetPos = mHeadTrackTarget.getRefData().getBaseNode()->convertLocalToWorldPosition( + targetHead->_getDerivedPosition()); + } + + Ogre::Vector3 direction = targetPos - headPos; + direction.normalise(); + + const Ogre::Vector3 actorDirection = mPtr.getRefData().getBaseNode()->getOrientation().yAxis(); + + zAngle = Ogre::Math::ATan2(direction.x,direction.y) - + Ogre::Math::ATan2(actorDirection.x, actorDirection.y); + xAngle = -Ogre::Math::ASin(direction.z); + wrap(zAngle); + wrap(xAngle); + xAngle = Ogre::Degree(std::min(xAngle.valueDegrees(), 40.f)); + xAngle = Ogre::Degree(std::max(xAngle.valueDegrees(), -40.f)); + zAngle = Ogre::Degree(std::min(zAngle.valueDegrees(), 30.f)); + zAngle = Ogre::Degree(std::max(zAngle.valueDegrees(), -30.f)); + + } + float factor = duration*5; + factor = std::min(factor, 1.f); + xAngle = (1.f-factor) * mAnimation->getHeadPitch() + factor * (-xAngle); + zAngle = (1.f-factor) * mAnimation->getHeadYaw() + factor * (-zAngle); + + mAnimation->setHeadPitch(xAngle); + mAnimation->setHeadYaw(zAngle); +} + } diff --git a/apps/openmw/mwmechanics/character.hpp b/apps/openmw/mwmechanics/character.hpp index d7028a844..5b2c57b0a 100644 --- a/apps/openmw/mwmechanics/character.hpp +++ b/apps/openmw/mwmechanics/character.hpp @@ -175,6 +175,8 @@ class CharacterController float mSecondsOfSwimming; float mSecondsOfRunning; + MWWorld::Ptr mHeadTrackTarget; + float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning std::string mAttackType; // slash, chop or thrust @@ -188,6 +190,8 @@ class CharacterController bool updateCreatureState(); void updateIdleStormState(); + void updateHeadTracking(float duration); + void castSpell(const std::string& spellid); void updateMagicEffects(); @@ -229,6 +233,9 @@ public: bool isReadyToBlock() const; bool isKnockedOut() const; + + /// Make this character turn its head towards \a target. To turn off head tracking, pass an empty Ptr. + void setHeadTrackTarget(const MWWorld::Ptr& target); }; void getWeaponGroup(WeaponType weaptype, std::string &group); diff --git a/apps/openmw/mwrender/animation.hpp b/apps/openmw/mwrender/animation.hpp index d25d4f0b0..1a420582c 100644 --- a/apps/openmw/mwrender/animation.hpp +++ b/apps/openmw/mwrender/animation.hpp @@ -306,6 +306,10 @@ public: /// A relative factor (0-1) that decides if and how much the skeleton should be pitched /// to indicate the facing orientation of the character. virtual void setPitchFactor(float factor) {} + virtual void setHeadPitch(Ogre::Radian factor) {} + virtual void setHeadYaw(Ogre::Radian factor) {} + virtual Ogre::Radian getHeadPitch() const { return Ogre::Radian(0.f); } + virtual Ogre::Radian getHeadYaw() const { return Ogre::Radian(0.f); } virtual Ogre::Vector3 runAnimation(float duration); diff --git a/apps/openmw/mwrender/npcanimation.cpp b/apps/openmw/mwrender/npcanimation.cpp index b93b37aea..7c68a4538 100644 --- a/apps/openmw/mwrender/npcanimation.cpp +++ b/apps/openmw/mwrender/npcanimation.cpp @@ -207,7 +207,9 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, int v mFirstPersonOffset(0.f, 0.f, 0.f), mAlpha(1.f), mNpcType(Type_Normal), - mSoundsDisabled(disableSounds) + mSoundsDisabled(disableSounds), + mHeadPitch(0.f), + mHeadYaw(0.f) { mNpc = mPtr.get()->mBase; @@ -621,6 +623,13 @@ Ogre::Vector3 NpcAnimation::runAnimation(float timepassed) { // In third person mode we may still need pitch for ranged weapon targeting pitchSkeleton(mPtr.getRefData().getPosition().rot[0], baseinst); + + Ogre::Node* node = baseinst->getBone("Bip01 Head"); + if (node) + { + node->rotate(Ogre::Vector3::UNIT_Z, mHeadYaw, Ogre::Node::TS_WORLD); + node->rotate(Ogre::Vector3::UNIT_X, mHeadPitch, Ogre::Node::TS_WORLD); + } } mFirstPersonOffset = 0.f; // reset the X, Y, Z offset for the next frame. @@ -993,4 +1002,24 @@ void NpcAnimation::setVampire(bool vampire) } } +void NpcAnimation::setHeadPitch(Ogre::Radian pitch) +{ + mHeadPitch = pitch; +} + +void NpcAnimation::setHeadYaw(Ogre::Radian yaw) +{ + mHeadYaw = yaw; +} + +Ogre::Radian NpcAnimation::getHeadPitch() const +{ + return mHeadPitch; +} + +Ogre::Radian NpcAnimation::getHeadYaw() const +{ + return mHeadYaw; +} + } diff --git a/apps/openmw/mwrender/npcanimation.hpp b/apps/openmw/mwrender/npcanimation.hpp index aba01bcfa..f3603fe14 100644 --- a/apps/openmw/mwrender/npcanimation.hpp +++ b/apps/openmw/mwrender/npcanimation.hpp @@ -100,6 +100,9 @@ private: float mAlpha; bool mSoundsDisabled; + Ogre::Radian mHeadYaw; + Ogre::Radian mHeadPitch; + void updateNpcBase(); NifOgre::ObjectScenePtr insertBoundedPart(const std::string &model, int group, const std::string &bonename, @@ -142,6 +145,11 @@ public: /// to indicate the facing orientation of the character. virtual void setPitchFactor(float factor) { mPitchFactor = factor; } + virtual void setHeadPitch(Ogre::Radian pitch); + virtual void setHeadYaw(Ogre::Radian yaw); + virtual Ogre::Radian getHeadPitch() const; + virtual Ogre::Radian getHeadYaw() const; + virtual void showWeapons(bool showWeapon); virtual void showCarriedLeft(bool show);